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Cute little game. I found that trying to make words while also managing to avoid getting pecked by other word worms to be too much for me, but it was a lot of fun.

I did encounter one issue. I use a high refresh rate monitor, so the game was running at 165 fps instead of 60 fps, and the turning controls were too fast to be really playable. Changing my monitor to 60 Hz fixed it for me, but that is not an elegant solution.

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I see... Sorry about that! I'm still pretty new to Godot so I think I used the wrong functions for movement (or put the controls in the wrong place...) 

Thanks for playing and for pointing out the bug! Shall (attempt to) fix it in a post-jam version!

I get that. I started using Godot for game jams a few years ago. I've been happy with Godot, but it does take some getting used to.

I assume the game handles the rotation in the _process(delta) function, so the quick fix is to include the delta argument in the calculation for how much to turn. The delta argument indicates how much time has passed since the last _process call, so scaling by the delta value will account for faster framerates. Godot can be weird, and sometimes it's needed and other times not. Eg. for KinematicBody2D, move_and_collide() requires multiplying by delta, but move_and_slide includes a delta multiplication already (though it's the physics delta, not the frame delta).

In general, though, since you're moving objects with collision checks, you should probably move the movement/rotation code to the _physics_process(delta) function instead. This function still has a delta argument, but it's always a fixed value (defined in the project settings, usually 1/60). This function is equivalent to Unity's FixedUpdate() function.

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I see, I see! So that's why there's both _process and _fixed_process! I learned something new today, thank you!